Project Swords - Devlog 3 - Networking Basics

Project Swords - Devlog 2 - Audio Playback

Published on 21st May, 2017 by Nils Daumann

I implemented a 3d audio library based on Steam Audio and libsoundio and this post is about how I did it as well as some other things I would have liked to know before I started, because the Steam Audio documentation is somewhat lacking.

Project Swords - Devlog 1 - The Masterplan and Physics Problems

Published on 16th May, 2017 by Nils Daumann

I want to make VR games in my spare time in a more serious way. This blog post is supposed to be one in a serious of hopefully many about that. This one is especially about my general plan and some more specific technical issues I had to overcome with bullet physics.

GGJ17 and Anchor

D3D12 Texture Mipmap Generation

Published on 13th Mar, 2017 by Nils Daumann

If you start writing a 3D graphics engine, the basics usually consist of loading mesh, texture and shader data and getting it to the GPU in a way that enables the GPU to run the shader with the mesh and texture data as input. To load the texture data in a plattform independent way, easy formats to get started with are TGA, BMP and PNG (with a lot of help from libpng...). Much better for a real game are usually compressed formats such as S3TC that can be decompressed by the GPU while rendering at no performance cost. But at least I have a lot of PNG files laying around I want to test with and I don't really feel like converting everything until I have a real asset pipeline going.

IGJAM16

Building a Quadcopter - Part 5: IMU and PID

Published on 27th Aug, 2016 by Nils Daumann

I am showing the minimalistic way I currently implemented for my quadcopters IMU to merge the sensors relative accelerometer and gyroscope data into an absolute orientation.
Also a tiny little bit about PID...